Duel in the Dark

The Russian writer Anton Chekhov once advised writers to tear their stories in half and begin in the middle. There is merit in such an approach – a game should begin as close to the end as possible without losing player volition.

Take a look at Ticket to Ride. The game starts with each player getting 4 cards (resources) and a choice from 3 tickets (goals). During the game you can draw new cards or new tickets. The game could easily have started with the players having nothing – except that they’d probably have begun the game by A) drawing cards and then B) drawing tickets.

If Ticket to Ride begun from scratch players would have more choice and influence over their strategy. But they’d also have no hooks, nothing to give their action any meaning. If you don’t have any goals (tickets) and you don’t have any sets started (cards) then a white is equal to a red is equal to a black – it doesn’t matter what you draw. By giving players a starting set of resources and goals they are nudged in a certain direction and can start acting meaningfully from the start. The random setup enables player volition right from the start. (more…)

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